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    posted a message on [WIP] The Rapture

    I need some opinions on a skill tree system..

    There will be ingame levels (Called Levels like base hero units get) and out of game Ranks which progress between games unlike Levels. Should I make Skill Trees (containing various talents and upgrades, as well as unlocking new abilities) part of the Rank System or Level System? So should you spend points in a skill tree in the Armory (the extra map where you modify your character between games) or should you place them ingame as you progress.

    Because if I did them through the Armory and you spent Rank Levels on skill points to have persistence, then ingame you'd just have a series of abilities you'd spend points in (like Warcraft 3's hero system) then the Skill Tree would just modify those as well as your base stats and such.

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    posted a message on [WIP] The Rapture

    Well the story basis is that when Hell conquered Heaven they also raided Heaven's armories, so some holy artifacts that were being crafted for use in the Rapture are now being carried/used by Hell's minions. So you'll be able to find various things that demons carry as "trophies" or use as weapons.

    I figure Bosses and Objectives will reward the best equipment however.

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    posted a message on "Nazi Defense" - allowed?

    @Aenigma: Go

    Works for me, then no one can get upset over it.

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    posted a message on "Nazi Defense" - allowed?

    Well if that's the case why do we allow Red Circles on anything? Japan committed an identical holocaust in China if not worse, and their symbol was a giant red circle.

    Symbols are symbols, whether you use them in a way pertaining to the events surrounding it is one thing, but just using an inherent shape is another. Making a Nazi TD? No, Making a Swastika shaped TD, Fine, that's the big difference is what is the intent of the author.

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    posted a message on [WIP] The Rapture

    -Story-
    Its 2025 and a strange rambling prophet has begun wandering the streets of major cities, warning all that Heaven has fallen to the forces of Hell and none stand in their way. Many just push him and move on, ignoring him, but the prophet's words struck a few cords, what if what he spoke was true? What if Heaven had fallen to the forces of Hell?

    Divinity Arms, a weapons manufacturer, was a prominent arms dealer in the 21st century, creating leaps forward in personal combat armor and weaponry. Many didn't know that underneath the layers of corporate bureaucracy lay Project SANCTUS, a weapons development project that used fragments of holy artifacts obtained over the decades of operation to develop holy weaponry for use against the forces of Hell should this Prophet speak truth, it was the pet project of CEO Conrad Redburg, the owner of Divinity Arms.

    It didn't take more than a few years for the truth to be revealed, the Rapture had begun exactly as prophesized in the holy texts, the world became besieged by the forces of Hell, but unlike the holy texts predicted, Heaven never came, and as the years passed, and decades rolled by, it became more and more apparent that they weren't going to.

    Project SANCTUS went into action immediately, arming the forces they had, they began operations as soon as the first Hellrift appeared in New York. As many and as armed as they were, it was impossible to stop the demon onslaught, so they limited themselves to search and rescue, and reconnaissance on their foes. As years passed and humanity's bastions fell to the demons, SANCTUS's research progressed, soon they had crafted weapons tailor made for fighting the demons and armor that was resilient to their weapons.

    SANCTUS's forces then began a massive wave of operations against the demons, and attempted to take back their world from the forces of Hell.

    -Overview-
    The Rapture is a tactical RPG that takes place in a post-modern world where demons and zombies have overrun society. You are a member of SANCTUS a paramilitary organization that is armed with the tools necessary to fight back the demons, you are tasked with the defense of humanity's remaining survivors and the assault and destruction of demonic forces wherever you may find them.

    The game itself will be divided up among a multitude of mission-types, these mission types will be replayable for experience and loot and each will have their own difficulty settings chooseable. A player's character will progress outside of the map as well as inside, you will have a Level that will be your character's level ingame, giving you stats as you level up and allowing you new abilities to use and making you a generally stronger fighter. You will also have a Rank which is your out of game level, at the end of each map you'll acrue Rank Points depending on how well you handled your mission, a loss will result in much fewer points than a successful victory.

    The first mission that will be released will begin with the players (number not decided, between 4 and 8 for this mission) will ride in an APC, upon exit they will begin to push through the city, busting in doors, searching for survivors. Your first objective is to bring so many civilians to safety (the APC on the main bridge, the only entrance to the city), your second objective will be to close Hellrifts that are opening around the city, as time goes more and more of these will open and each of them will spawn enemies for you to fight, so closing them is a priority for surviving the onslaught. Your final objective is to defeat the primary leader of this district, who will enter the map and immediately begin heading towards you, killing him will free the area from demonic control temporarily and allow your team to be extracted. (Objectives 1 and 2 will be doable at any time, 3 requires both 1 and 2 to be finished)

    Players will begin as an Initiate, a basic soldier with an Assault Rifle and barely any abilities, once they have ranked up through playing at least one mission they will be allowed to change their class using the Armory (a side map that allows you to outfit your character, modify your equipment, and allocate stat points) into one of 8 classes. (7, Mason might get cut due, explained later).

    SANCTUS soldiers wear armor loosely based on the crusader armor of the middle ages, I drew inspiration from many games that feature power armor (Warhammer 40k being a big one, but also other minor sources such as the General class from Fire Emblem) their armor is default white with team color markings on the pieces to differentiate players in the squad. (at this time there is not a custom model for the SANCTUS soldiers, eventually its my hope to have a custom model for each class available)

    Exorcist (Pyro - Flamethrower)
    Templar (Commander - Assault Rifle)
    Paladin (Demolitions - Rocket Launcher)
    Guardian (Heavy Weapons - Chain Gun)
    Priest (Medic - SMG)
    Crusader (Assault - Shotgun)
    Inquisitor (Recon - Sniper Rifle)
    Mason (Engineer - SMG)

    Ingame there will also be a skill tree for each class, where you can upgrade yourself and your abilities as you level up. Each class has a primary role they excel at but they each have their weakpoints, meaning you should construct your team around covering eachother's shortcomings and providing a balanced setup for completing the mission at hand. The game will reward players moreso for their skill at the game as opposed to their class choice and Rank.

    As you play through the game the first thing you'll notice is you cannot bunker down. As time progresses more and more enemies will enter the map and the Zombie enemies (there are hundreds of them at all times) will resurrect after death insuring you are constantly on the move. You will also want to constantly check structures for items or supplies so you will most likely be moving from building to building. (Hence why the Mason might be cut, turtling behavior shouldn't be encouraged)

    Enemies, Bosses, and sometimes boxes inside structures will drop equipment items, these can enhance your character and make you a more powerful force to be reckoned with. Boss enemies tend to drop the best loot (meaning if you complete the mission, you get some nice loot as well as a nice Rank Exp Bonus) but anyone can drop a variety of items. These items do carry over between missions.

    The goal of this project is to provide a timesink RPG that both veterans and rookies can enjoy, eventually its my hope that we can add multiple mission types (a defense type mission for example where you are holding a point for so long, etc.), its my hope the character progression is deep and enjoyable enough that players will continue to repeat missions with various loadouts and different players and each time through it will be a unique experience.

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    posted a message on "Nazi Defense" - allowed?

    I would say calling it Swastika defense would be less problematic considering the symbol of a Swastika isn't unique to Nazi Germany, however the word Nazi basically is.

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    posted a message on Starcraft 1.5 Tech Tree (Terran)

    Note: This is just a tech tree, its free for anyone to use, it was the result of myself getting bored a few days back and it is free information, feel free to use it. The project itself isn't a project, just a text file, and the result of what I believe the result of mixing the Terran SC1 and SC2 tech trees together.

    <<quote>>General:
    Hire Speed lowered for all units (to make up for loss of Reactors)

    SCV -
    +Auto Turret (Construction Basic)
    +Science Facility (Construction Advanced)
    -Fusion Core
    -Ghost Academy

    Command Center -
    +MULE?
    +SCV Capacity Upgrade?
    +Missile Silo (Addon)
    +Orbital Command (Addon)

    +Missile Silo -
    +Nuclear Strike
    +Last Stand (makes this Missile Silo detonate any nukes inside instantly)

    +Orbital Command -
    +Scanner Sweep
    +Droptroops

    Supply Depot -
    +Supply Station Morph (+Health/Armor, +2 Supplies)

    Barracks -
    Marine
    +Firebat
    +Medic
    Marauder
    Reaper
    Ghost -> Spectre
    +Ghost Program (Addon)
    -Tech Lab (Addon)
    -Reactor (Addon)

    Engineering Bay -
    Infantry Weapons
    Infantry Armor
    Neosteel Frame
    Hi-Sec Auto Tracking
    <>Building Armor (+2/3 levels)

    +Academy -
    +Marine Shields (Marine Health)
    +U-238 Shells (Marine Range)
    +Nitro Packs (Reaper Move Speed)
    +Concussive Shells (Enables Marauder Slow)
    +Stimpack Research (Enables Marine/Marauder/Firebat Stimpack)
    +Caduceus Reactor (Medic Energy)

    Factory -
    +Vulture
    +Goliath
    Hellion
    Siege Tank
    Thor
    -Reactor (Addon)
    -Tech Lab (Addon)
    +Machine Shop (Addon)

    Machine Shop -
    +Infernal Pre-Lighter (Hellion Attack Damage)
    +Siege Tech (Enables Siege Tank Siege Mode)
    +250mm Cannons (Enables Thor 250mm Cannons)
    +Charon Rockets (Goliath AA Range)
    +Spider Mines (Enables Vulture Spider Mines)
    +Ion Thrusters (Vulture Move Speed)

    Starport -
    +Hermes
    +Wraith
    Banshee
    +Valkyrie
    +Science Vessel
    -Medivac
    -Raven
    -Viking
    Battlecruiser
    -Reactor
    +Control Tower (Addon)

    Control Tower -
    +Cloaking Field (Enables Wraith/Banshee cloaking)
    +Apollo Reactor (Wraith/Banshee Energy)
    +Corvid Reactor (Valkyrie Energy)
    +Hunter-Seeker Missile (Changed to Valkyrie)

    Armory -
    Vehicle Weapons
    Vehicle Armor
    Aircraft Weapons
    Aircraft Armor

    Science Facility -
    +Titan Reactor (Science Vessel Energy)
    +EMP Shockwave (Enables Science Vessel EMP Shockwave)
    +Irradiate (Enables Science Vessel Irradiate)
    +Fusion Core (Addon)

    Fusion Core -
    +Colossus Reactor (Battlecruiser Energy)
    +Weapon Refit (Enables Battlecruiser Weapon Refit)
    <>Weapon Refit (Remove Defensive Matrix)

    Ghost Program -
    +Moebius Reactor (Ghost Energy)
    +Personal Cloaking Field (Enables Ghost Cloaking)
    +Lockdown (Enables Ghost Lockdown)
    +Occular Implants (Ghost Sight Range)
    +Spectre Program (Upgrade, replaces Ghosts with Spectres)

    Units:
    Firebat
    Role: Close Quarters AOE, Good vs Light
    Requires: Barracks, Academy
    Firebats are powerful yet slow units that excel on murdering large masses of lighter units. When stationed in bunkers or first dropped off a dropship they will proceed to ignite anything in their radius.

    Medic
    Role: Support Healing
    Requires: Barracks, Academy
    Medics are light ground units that heal nearby infantry, but must be protected against enemy fire (they have no weapons) however their existance on the battlefield can turn a battle around.

    Spectre
    Role: Ranged Damage, Support, Nukes, Good vs Organic
    Requires: Ghost Program, Spectre Program, Barracks
    Spectres are an upgrade for the ghost, by upgrading them they gain extra health and more energy to spare, as well as gaining Hallucinate. Hallucinate allows them to provide a distraction while they drop a nuke or pick off enemy workers.

    Vulture
    Role: Fast Attack, Recon, Good vs Armored
    Requires: Factory
    Vultures are fast units that are great at picking off enemy Marauders or Roaches, they can also set up Spider Mines to catch an approaching enemy off guard and cause serious damage. Their mobility and strength vs armored allows them to be a powerful tool in the hands of microers.

    Goliath
    Role: Anti-Air, Good vs Light
    Requires: Factory, Armory
    Goliaths are mech units with a decent anti-ground and a powerful anti-air, their missiles have far range and tear through light air units such as Mutalisks or Wraiths. Their effectiveness is diminished against Massive units.

    Hermes
    Role: Transport
    Requires: Starport
    The Hermes is a Terran dropship capable of moving 4 infantry at one time. When the Hermes unloads it actually touches ground to unload units, making it vulnerable to fire. However at this point it is useable as a makeshift bunker for up to 4 Terran infantry. Can Deploy directly and maintain its cargo when transferred straight to Bunker mode.

    Wraith
    Role: Versatile, Anti-Air
    Requires: Starport
    Wraiths are quick but weaker aircraft similar to the Zerg's Mutalisk, they are capable of jetting from point A to B in a short time, however their offensive capabilities against Ground are questionable, with their anti-air (against Armored particularly) being their most effective. With research they gain a cloaking device which gives them a large advantage over other air units.

    Valkyrie
    Role: Anti-Air
    Requires: Starport, Control Tower
    Valkyries are slower moving but powerful anti-air air units, they unleash a barrage of missiles that hit a large AOE and are most effective against grouped air units. They have a damage bonus vs Light units so large groups of Mutalisks or Banshees are particularly weak against Valkyries. They can be upgraded to have a Hunter-Seeker Missile.

    Science Vessel
    Role: Support
    Requires: Starport, Science Facility
    Armed with every trick in the book, a Science Vessel is the ultimate support unit. It has offensive, defensive, and raw support abilities at its disposable, as well as a slew of research upgrade for the unit. It can poison a unit, put a shield on an allied unit, and cast an EMP Shockwave that knocks out shields, it is a veritable weapon of mass destruction in the hands of a capable player. Can also detect stealth.<</quote>>

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    posted a message on [WIP]World War 2 - The War to End All Wars

    @Aenigma: Go

    Name is a placeholder probably.

    Posted in: Project Workplace
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    posted a message on Zergomon!

    Baneling has evolved into Bombling
    Bombling wants to learn Explode but Bombling can't learn more than 4 moves, delete a move to make room for Explode?
    Yes
    Which move should be forgotten?
    Move, Attack, Stop, Hold Position
    Forget Move

    • poof* Bombling has forgotten Move, and Bombling has learned Explode!
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    posted a message on [Contest] Cut Scene

    @mrm3fan: Go

    Thank you greatly, I had a video previously but it was of a much older version xD

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    posted a message on [Contest] Cut Scene

    Here's my entry, The Fall of Gibraltar

    The actual video goes on for awhile, but due to contest restrictions that I forgot about, it abruptly ends at 60 seconds ><

    Anyone wanting to see the full video can go in the triggers, at the very bottom is the abrupt end trigger and you can remove it, had to use Rapidshare for this because its too big for the site's attachment system (26 megs lol) (If Rapidshare's link goes down someone notify me through IRC or my email at [email protected])

    Good luck to all entries:
    http://rapidshare.com/files/389785371/Awesome2.SC2Map.html

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    posted a message on [Contest] Cut Scene

    Fraps.

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    posted a message on map brain storming
    Quote from BrotherLaz: Go

    With lasers.

    And missiles, and jetpacks!

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    posted a message on map brain storming

    Sharks, it has to have sharks.

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    posted a message on Final Fant......Evocation!

    I demand Auron instead of anyone else from FFX, no character compares to him, he fights one handed with a two hand for heaven's sake!

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